/** delaunator
 * Github：https://github.com/mapbox/delaunator
* */
(function (global, factory) {
    typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
        typeof define === 'function' && define.amd ? define(factory) :
            (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.Delaunator = factory());
}(this, (function () { 'use strict';

    const epsilon = 1.1102230246251565e-16;
    const splitter = 134217729;
    const resulterrbound = (3 + 8 * epsilon) * epsilon;

// fast_expansion_sum_zeroelim routine from oritinal code
    function sum(elen, e, flen, f, h) {
        let Q, Qnew, hh, bvirt;
        let enow = e[0];
        let fnow = f[0];
        let eindex = 0;
        let findex = 0;
        if ((fnow > enow) === (fnow > -enow)) {
            Q = enow;
            enow = e[++eindex];
        } else {
            Q = fnow;
            fnow = f[++findex];
        }
        let hindex = 0;
        if (eindex < elen && findex < flen) {
            if ((fnow > enow) === (fnow > -enow)) {
                Qnew = enow + Q;
                hh = Q - (Qnew - enow);
                enow = e[++eindex];
            } else {
                Qnew = fnow + Q;
                hh = Q - (Qnew - fnow);
                fnow = f[++findex];
            }
            Q = Qnew;
            if (hh !== 0) {
                h[hindex++] = hh;
            }
            while (eindex < elen && findex < flen) {
                if ((fnow > enow) === (fnow > -enow)) {
                    Qnew = Q + enow;
                    bvirt = Qnew - Q;
                    hh = Q - (Qnew - bvirt) + (enow - bvirt);
                    enow = e[++eindex];
                } else {
                    Qnew = Q + fnow;
                    bvirt = Qnew - Q;
                    hh = Q - (Qnew - bvirt) + (fnow - bvirt);
                    fnow = f[++findex];
                }
                Q = Qnew;
                if (hh !== 0) {
                    h[hindex++] = hh;
                }
            }
        }
        while (eindex < elen) {
            Qnew = Q + enow;
            bvirt = Qnew - Q;
            hh = Q - (Qnew - bvirt) + (enow - bvirt);
            enow = e[++eindex];
            Q = Qnew;
            if (hh !== 0) {
                h[hindex++] = hh;
            }
        }
        while (findex < flen) {
            Qnew = Q + fnow;
            bvirt = Qnew - Q;
            hh = Q - (Qnew - bvirt) + (fnow - bvirt);
            fnow = f[++findex];
            Q = Qnew;
            if (hh !== 0) {
                h[hindex++] = hh;
            }
        }
        if (Q !== 0 || hindex === 0) {
            h[hindex++] = Q;
        }
        return hindex;
    }

    function estimate(elen, e) {
        let Q = e[0];
        for (let i = 1; i < elen; i++) Q += e[i];
        return Q;
    }

    function vec(n) {
        return new Float64Array(n);
    }

    const ccwerrboundA = (3 + 16 * epsilon) * epsilon;
    const ccwerrboundB = (2 + 12 * epsilon) * epsilon;
    const ccwerrboundC = (9 + 64 * epsilon) * epsilon * epsilon;

    const B = vec(4);
    const C1 = vec(8);
    const C2 = vec(12);
    const D = vec(16);
    const u = vec(4);

    function orient2dadapt(ax, ay, bx, by, cx, cy, detsum) {
        let acxtail, acytail, bcxtail, bcytail;
        let bvirt, c, ahi, alo, bhi, blo, _i, _j, _0, s1, s0, t1, t0, u3;

        const acx = ax - cx;
        const bcx = bx - cx;
        const acy = ay - cy;
        const bcy = by - cy;

        s1 = acx * bcy;
        c = splitter * acx;
        ahi = c - (c - acx);
        alo = acx - ahi;
        c = splitter * bcy;
        bhi = c - (c - bcy);
        blo = bcy - bhi;
        s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
        t1 = acy * bcx;
        c = splitter * acy;
        ahi = c - (c - acy);
        alo = acy - ahi;
        c = splitter * bcx;
        bhi = c - (c - bcx);
        blo = bcx - bhi;
        t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
        _i = s0 - t0;
        bvirt = s0 - _i;
        B[0] = s0 - (_i + bvirt) + (bvirt - t0);
        _j = s1 + _i;
        bvirt = _j - s1;
        _0 = s1 - (_j - bvirt) + (_i - bvirt);
        _i = _0 - t1;
        bvirt = _0 - _i;
        B[1] = _0 - (_i + bvirt) + (bvirt - t1);
        u3 = _j + _i;
        bvirt = u3 - _j;
        B[2] = _j - (u3 - bvirt) + (_i - bvirt);
        B[3] = u3;

        let det = estimate(4, B);
        let errbound = ccwerrboundB * detsum;
        if (det >= errbound || -det >= errbound) {
            return det;
        }

        bvirt = ax - acx;
        acxtail = ax - (acx + bvirt) + (bvirt - cx);
        bvirt = bx - bcx;
        bcxtail = bx - (bcx + bvirt) + (bvirt - cx);
        bvirt = ay - acy;
        acytail = ay - (acy + bvirt) + (bvirt - cy);
        bvirt = by - bcy;
        bcytail = by - (bcy + bvirt) + (bvirt - cy);

        if (acxtail === 0 && acytail === 0 && bcxtail === 0 && bcytail === 0) {
            return det;
        }

        errbound = ccwerrboundC * detsum + resulterrbound * Math.abs(det);
        det += (acx * bcytail + bcy * acxtail) - (acy * bcxtail + bcx * acytail);
        if (det >= errbound || -det >= errbound) return det;

        s1 = acxtail * bcy;
        c = splitter * acxtail;
        ahi = c - (c - acxtail);
        alo = acxtail - ahi;
        c = splitter * bcy;
        bhi = c - (c - bcy);
        blo = bcy - bhi;
        s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
        t1 = acytail * bcx;
        c = splitter * acytail;
        ahi = c - (c - acytail);
        alo = acytail - ahi;
        c = splitter * bcx;
        bhi = c - (c - bcx);
        blo = bcx - bhi;
        t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
        _i = s0 - t0;
        bvirt = s0 - _i;
        u[0] = s0 - (_i + bvirt) + (bvirt - t0);
        _j = s1 + _i;
        bvirt = _j - s1;
        _0 = s1 - (_j - bvirt) + (_i - bvirt);
        _i = _0 - t1;
        bvirt = _0 - _i;
        u[1] = _0 - (_i + bvirt) + (bvirt - t1);
        u3 = _j + _i;
        bvirt = u3 - _j;
        u[2] = _j - (u3 - bvirt) + (_i - bvirt);
        u[3] = u3;
        const C1len = sum(4, B, 4, u, C1);

        s1 = acx * bcytail;
        c = splitter * acx;
        ahi = c - (c - acx);
        alo = acx - ahi;
        c = splitter * bcytail;
        bhi = c - (c - bcytail);
        blo = bcytail - bhi;
        s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
        t1 = acy * bcxtail;
        c = splitter * acy;
        ahi = c - (c - acy);
        alo = acy - ahi;
        c = splitter * bcxtail;
        bhi = c - (c - bcxtail);
        blo = bcxtail - bhi;
        t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
        _i = s0 - t0;
        bvirt = s0 - _i;
        u[0] = s0 - (_i + bvirt) + (bvirt - t0);
        _j = s1 + _i;
        bvirt = _j - s1;
        _0 = s1 - (_j - bvirt) + (_i - bvirt);
        _i = _0 - t1;
        bvirt = _0 - _i;
        u[1] = _0 - (_i + bvirt) + (bvirt - t1);
        u3 = _j + _i;
        bvirt = u3 - _j;
        u[2] = _j - (u3 - bvirt) + (_i - bvirt);
        u[3] = u3;
        const C2len = sum(C1len, C1, 4, u, C2);

        s1 = acxtail * bcytail;
        c = splitter * acxtail;
        ahi = c - (c - acxtail);
        alo = acxtail - ahi;
        c = splitter * bcytail;
        bhi = c - (c - bcytail);
        blo = bcytail - bhi;
        s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
        t1 = acytail * bcxtail;
        c = splitter * acytail;
        ahi = c - (c - acytail);
        alo = acytail - ahi;
        c = splitter * bcxtail;
        bhi = c - (c - bcxtail);
        blo = bcxtail - bhi;
        t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
        _i = s0 - t0;
        bvirt = s0 - _i;
        u[0] = s0 - (_i + bvirt) + (bvirt - t0);
        _j = s1 + _i;
        bvirt = _j - s1;
        _0 = s1 - (_j - bvirt) + (_i - bvirt);
        _i = _0 - t1;
        bvirt = _0 - _i;
        u[1] = _0 - (_i + bvirt) + (bvirt - t1);
        u3 = _j + _i;
        bvirt = u3 - _j;
        u[2] = _j - (u3 - bvirt) + (_i - bvirt);
        u[3] = u3;
        const Dlen = sum(C2len, C2, 4, u, D);

        return D[Dlen - 1];
    }

    function orient2d(ax, ay, bx, by, cx, cy) {
        const detleft = (ay - cy) * (bx - cx);
        const detright = (ax - cx) * (by - cy);
        const det = detleft - detright;

        if (detleft === 0 || detright === 0 || (detleft > 0) !== (detright > 0)) return det;

        const detsum = Math.abs(detleft + detright);
        if (Math.abs(det) >= ccwerrboundA * detsum) return det;

        return -orient2dadapt(ax, ay, bx, by, cx, cy, detsum);
    }

    const EPSILON = Math.pow(2, -52);
    const EDGE_STACK = new Uint32Array(512);

    class Delaunator {

        static from(points, getX = defaultGetX, getY = defaultGetY) {
            const n = points.length;
            const coords = new Float64Array(n * 2);

            for (let i = 0; i < n; i++) {
                const p = points[i];
                coords[2 * i] = getX(p);
                coords[2 * i + 1] = getY(p);
            }

            return new Delaunator(coords);
        }

        constructor(coords) {
            const n = coords.length >> 1;
            if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');

            this.coords = coords;

            // arrays that will store the triangulation graph
            const maxTriangles = Math.max(2 * n - 5, 0);
            this._triangles = new Uint32Array(maxTriangles * 3);
            this._halfedges = new Int32Array(maxTriangles * 3);

            // temporary arrays for tracking the edges of the advancing convex hull
            this._hashSize = Math.ceil(Math.sqrt(n));
            this._hullPrev = new Uint32Array(n); // edge to prev edge
            this._hullNext = new Uint32Array(n); // edge to next edge
            this._hullTri = new Uint32Array(n); // edge to adjacent triangle
            this._hullHash = new Int32Array(this._hashSize).fill(-1); // angular edge hash

            // temporary arrays for sorting points
            this._ids = new Uint32Array(n);
            this._dists = new Float64Array(n);

            this.update();
        }

        update() {
            const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} =  this;
            const n = coords.length >> 1;

            // populate an array of point indices; calculate input data bbox
            let minX = Infinity;
            let minY = Infinity;
            let maxX = -Infinity;
            let maxY = -Infinity;

            for (let i = 0; i < n; i++) {
                const x = coords[2 * i];
                const y = coords[2 * i + 1];
                if (x < minX) minX = x;
                if (y < minY) minY = y;
                if (x > maxX) maxX = x;
                if (y > maxY) maxY = y;
                this._ids[i] = i;
            }
            const cx = (minX + maxX) / 2;
            const cy = (minY + maxY) / 2;

            let minDist = Infinity;
            let i0, i1, i2;

            // pick a seed point close to the center
            for (let i = 0; i < n; i++) {
                const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);
                if (d < minDist) {
                    i0 = i;
                    minDist = d;
                }
            }
            const i0x = coords[2 * i0];
            const i0y = coords[2 * i0 + 1];

            minDist = Infinity;

            // find the point closest to the seed
            for (let i = 0; i < n; i++) {
                if (i === i0) continue;
                const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);
                if (d < minDist && d > 0) {
                    i1 = i;
                    minDist = d;
                }
            }
            let i1x = coords[2 * i1];
            let i1y = coords[2 * i1 + 1];

            let minRadius = Infinity;

            // find the third point which forms the smallest circumcircle with the first two
            for (let i = 0; i < n; i++) {
                if (i === i0 || i === i1) continue;
                const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);
                if (r < minRadius) {
                    i2 = i;
                    minRadius = r;
                }
            }
            let i2x = coords[2 * i2];
            let i2y = coords[2 * i2 + 1];

            if (minRadius === Infinity) {
                // order collinear points by dx (or dy if all x are identical)
                // and return the list as a hull
                for (let i = 0; i < n; i++) {
                    this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);
                }
                quicksort(this._ids, this._dists, 0, n - 1);
                const hull = new Uint32Array(n);
                let j = 0;
                for (let i = 0, d0 = -Infinity; i < n; i++) {
                    const id = this._ids[i];
                    if (this._dists[id] > d0) {
                        hull[j++] = id;
                        d0 = this._dists[id];
                    }
                }
                this.hull = hull.subarray(0, j);
                this.triangles = new Uint32Array(0);
                this.halfedges = new Uint32Array(0);
                return;
            }

            // swap the order of the seed points for counter-clockwise orientation
            if (orient2d(i0x, i0y, i1x, i1y, i2x, i2y) < 0) {
                const i = i1;
                const x = i1x;
                const y = i1y;
                i1 = i2;
                i1x = i2x;
                i1y = i2y;
                i2 = i;
                i2x = x;
                i2y = y;
            }

            const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
            this._cx = center.x;
            this._cy = center.y;

            for (let i = 0; i < n; i++) {
                this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);
            }

            // sort the points by distance from the seed triangle circumcenter
            quicksort(this._ids, this._dists, 0, n - 1);

            // set up the seed triangle as the starting hull
            this._hullStart = i0;
            let hullSize = 3;

            hullNext[i0] = hullPrev[i2] = i1;
            hullNext[i1] = hullPrev[i0] = i2;
            hullNext[i2] = hullPrev[i1] = i0;

            hullTri[i0] = 0;
            hullTri[i1] = 1;
            hullTri[i2] = 2;

            hullHash.fill(-1);
            hullHash[this._hashKey(i0x, i0y)] = i0;
            hullHash[this._hashKey(i1x, i1y)] = i1;
            hullHash[this._hashKey(i2x, i2y)] = i2;

            this.trianglesLen = 0;
            this._addTriangle(i0, i1, i2, -1, -1, -1);

            for (let k = 0, xp, yp; k < this._ids.length; k++) {
                const i = this._ids[k];
                const x = coords[2 * i];
                const y = coords[2 * i + 1];

                // skip near-duplicate points
                if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;
                xp = x;
                yp = y;

                // skip seed triangle points
                if (i === i0 || i === i1 || i === i2) continue;

                // find a visible edge on the convex hull using edge hash
                let start = 0;
                for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {
                    start = hullHash[(key + j) % this._hashSize];
                    if (start !== -1 && start !== hullNext[start]) break;
                }

                start = hullPrev[start];
                let e = start, q;
                while (q = hullNext[e], orient2d(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1]) >= 0) {
                    e = q;
                    if (e === start) {
                        e = -1;
                        break;
                    }
                }
                if (e === -1) continue; // likely a near-duplicate point; skip it

                // add the first triangle from the point
                let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);

                // recursively flip triangles from the point until they satisfy the Delaunay condition
                hullTri[i] = this._legalize(t + 2);
                hullTri[e] = t; // keep track of boundary triangles on the hull
                hullSize++;

                // walk forward through the hull, adding more triangles and flipping recursively
                let n = hullNext[e];
                while (q = hullNext[n], orient2d(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1]) < 0) {
                    t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);
                    hullTri[i] = this._legalize(t + 2);
                    hullNext[n] = n; // mark as removed
                    hullSize--;
                    n = q;
                }

                // walk backward from the other side, adding more triangles and flipping
                if (e === start) {
                    while (q = hullPrev[e], orient2d(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1]) < 0) {
                        t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);
                        this._legalize(t + 2);
                        hullTri[q] = t;
                        hullNext[e] = e; // mark as removed
                        hullSize--;
                        e = q;
                    }
                }

                // update the hull indices
                this._hullStart = hullPrev[i] = e;
                hullNext[e] = hullPrev[n] = i;
                hullNext[i] = n;

                // save the two new edges in the hash table
                hullHash[this._hashKey(x, y)] = i;
                hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;
            }

            this.hull = new Uint32Array(hullSize);
            for (let i = 0, e = this._hullStart; i < hullSize; i++) {
                this.hull[i] = e;
                e = hullNext[e];
            }

            // trim typed triangle mesh arrays
            this.triangles = this._triangles.subarray(0, this.trianglesLen);
            this.halfedges = this._halfedges.subarray(0, this.trianglesLen);
        }

        _hashKey(x, y) {
            return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
        }

        _legalize(a) {
            const {_triangles: triangles, _halfedges: halfedges, coords} = this;

            let i = 0;
            let ar = 0;

            // recursion eliminated with a fixed-size stack
            while (true) {
                const b = halfedges[a];

                /* if the pair of triangles doesn't satisfy the Delaunay condition
                 * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,
                 * then do the same check/flip recursively for the new pair of triangles
                 *
                 *           pl                    pl
                 *          /||\                  /  \
                 *       al/ || \bl            al/    \a
                 *        /  ||  \              /      \
                 *       /  a||b  \    flip    /___ar___\
                 *     p0\   ||   /p1   =>   p0\---bl---/p1
                 *        \  ||  /              \      /
                 *       ar\ || /br             b\    /br
                 *          \||/                  \  /
                 *           pr                    pr
                 */
                const a0 = a - a % 3;
                ar = a0 + (a + 2) % 3;

                if (b === -1) { // convex hull edge
                    if (i === 0) break;
                    a = EDGE_STACK[--i];
                    continue;
                }

                const b0 = b - b % 3;
                const al = a0 + (a + 1) % 3;
                const bl = b0 + (b + 2) % 3;

                const p0 = triangles[ar];
                const pr = triangles[a];
                const pl = triangles[al];
                const p1 = triangles[bl];

                const illegal = inCircle(
                    coords[2 * p0], coords[2 * p0 + 1],
                    coords[2 * pr], coords[2 * pr + 1],
                    coords[2 * pl], coords[2 * pl + 1],
                    coords[2 * p1], coords[2 * p1 + 1]);

                if (illegal) {
                    triangles[a] = p1;
                    triangles[b] = p0;

                    const hbl = halfedges[bl];

                    // edge swapped on the other side of the hull (rare); fix the halfedge reference
                    if (hbl === -1) {
                        let e = this._hullStart;
                        do {
                            if (this._hullTri[e] === bl) {
                                this._hullTri[e] = a;
                                break;
                            }
                            e = this._hullPrev[e];
                        } while (e !== this._hullStart);
                    }
                    this._link(a, hbl);
                    this._link(b, halfedges[ar]);
                    this._link(ar, bl);

                    const br = b0 + (b + 1) % 3;

                    // don't worry about hitting the cap: it can only happen on extremely degenerate input
                    if (i < EDGE_STACK.length) {
                        EDGE_STACK[i++] = br;
                    }
                } else {
                    if (i === 0) break;
                    a = EDGE_STACK[--i];
                }
            }

            return ar;
        }

        _link(a, b) {
            this._halfedges[a] = b;
            if (b !== -1) this._halfedges[b] = a;
        }

        // add a new triangle given vertex indices and adjacent half-edge ids
        _addTriangle(i0, i1, i2, a, b, c) {
            const t = this.trianglesLen;

            this._triangles[t] = i0;
            this._triangles[t + 1] = i1;
            this._triangles[t + 2] = i2;

            this._link(t, a);
            this._link(t + 1, b);
            this._link(t + 2, c);

            this.trianglesLen += 3;

            return t;
        }
    }

// monotonically increases with real angle, but doesn't need expensive trigonometry
    function pseudoAngle(dx, dy) {
        const p = dx / (Math.abs(dx) + Math.abs(dy));
        return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]
    }

    function dist(ax, ay, bx, by) {
        const dx = ax - bx;
        const dy = ay - by;
        return dx * dx + dy * dy;
    }

    function inCircle(ax, ay, bx, by, cx, cy, px, py) {
        const dx = ax - px;
        const dy = ay - py;
        const ex = bx - px;
        const ey = by - py;
        const fx = cx - px;
        const fy = cy - py;

        const ap = dx * dx + dy * dy;
        const bp = ex * ex + ey * ey;
        const cp = fx * fx + fy * fy;

        return dx * (ey * cp - bp * fy) -
            dy * (ex * cp - bp * fx) +
            ap * (ex * fy - ey * fx) < 0;
    }

    function circumradius(ax, ay, bx, by, cx, cy) {
        const dx = bx - ax;
        const dy = by - ay;
        const ex = cx - ax;
        const ey = cy - ay;

        const bl = dx * dx + dy * dy;
        const cl = ex * ex + ey * ey;
        const d = 0.5 / (dx * ey - dy * ex);

        const x = (ey * bl - dy * cl) * d;
        const y = (dx * cl - ex * bl) * d;

        return x * x + y * y;
    }

    function circumcenter(ax, ay, bx, by, cx, cy) {
        const dx = bx - ax;
        const dy = by - ay;
        const ex = cx - ax;
        const ey = cy - ay;

        const bl = dx * dx + dy * dy;
        const cl = ex * ex + ey * ey;
        const d = 0.5 / (dx * ey - dy * ex);

        const x = ax + (ey * bl - dy * cl) * d;
        const y = ay + (dx * cl - ex * bl) * d;

        return {x, y};
    }

    function quicksort(ids, dists, left, right) {
        if (right - left <= 20) {
            for (let i = left + 1; i <= right; i++) {
                const temp = ids[i];
                const tempDist = dists[temp];
                let j = i - 1;
                while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];
                ids[j + 1] = temp;
            }
        } else {
            const median = (left + right) >> 1;
            let i = left + 1;
            let j = right;
            swap(ids, median, i);
            if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);
            if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);
            if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);

            const temp = ids[i];
            const tempDist = dists[temp];
            while (true) {
                do i++; while (dists[ids[i]] < tempDist);
                do j--; while (dists[ids[j]] > tempDist);
                if (j < i) break;
                swap(ids, i, j);
            }
            ids[left + 1] = ids[j];
            ids[j] = temp;

            if (right - i + 1 >= j - left) {
                quicksort(ids, dists, i, right);
                quicksort(ids, dists, left, j - 1);
            } else {
                quicksort(ids, dists, left, j - 1);
                quicksort(ids, dists, i, right);
            }
        }
    }

    function swap(arr, i, j) {
        const tmp = arr[i];
        arr[i] = arr[j];
        arr[j] = tmp;
    }

    function defaultGetX(p) {
        return p[0];
    }
    function defaultGetY(p) {
        return p[1];
    }

    return Delaunator;

})));
